Thanks for the link
But... I know maybe I'm annoyng... there no sign of the fact that boarding pod hit at 5+ rather than 4+.
Maybe is a typo of my version, but you should put an official "errata" or something like some faq.
Thanks again
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Thanks for the link
But... I know maybe I'm annoyng... there no sign of the fact that boarding pod hit at 5+ rather than 4+.
Maybe is a typo of my version, but you should put an official "errata" or something like some faq.
Thanks again
Excuse me, where I can find the 1.0 revision summary?
I wounder what is the formula for calculating boarding pod space capacity, or at least what number I should use as 183
This info miss in the Starmada Rulebook, or at least I missed it
And speaking about boarding pod... Can anyone give me some advice? How to use them and how to defend? And why use them and not teleporter?
Wait... If I roll an 1,3,5 with extra hull damage I'll do 6 damage? So in my previous example the 1,2,3,4,5,6 will do 9 point of damage?
If so then maybe EHD isn't so bad, but it seem overpriced in comparison to CD, since damaging system like engine of shield could transform a powerful ship in a sitting duck...
Or CD is underpriced... but at this point I leave this issue to more math oriented people
Ho to all!!
I'm a newbie at Starmada, but this jump to me:
Continuing damage is rated 1,7 while Extra Hull Damage is rated 3,0.
Now, If I've understand how they works there are somethings wrong...
Making an example:
I'm doing 6 point of damage, and roll 1,2,3,4,5,6.
In the case of a Continuing Damage I'll do 3 point of Hull, and two Weapons, Shield and Engine hits. Now I take the 2, 4 and 6 and reroll them. Say they came with a 1,2,3. There are another 2 hull damage and another two Engine Hit and another Shield Hit. Now I roll the 2 and this come to a 4!! So another Shield Hit. Roll again and come to a 5, for a final Weapon Hit and another Hull Hit. So I've managed to have 6 hull hit, 4 engine, 4 shield and 3 weapon... Ouch...
In the case of a Extra damage you got "only" point of Hull, and two Weapons, Shield and Engine hits.
Now, I'm pretty sure this can't be correct, or this abilities are bad priced.
Please let me know where I wrong.
And finally a new battle report from Middle Earth.
The battle was between the force of Isengard (with some reinforcement from Mordor) led by the cruel Kassad, and the force of Gondor (with some help from Rohan and Treebeard) led by myself.
The Force are:
Gondor:
Boromir of the White Tower
King Theoden of Rohan
Gandalf the White
Taredin Captain of Men
Men of Gondor (1 unit of 8 elements)
Archer of Gondor (1 unit of 5 elements)
Rangers of Gondor (1 unit of 3 element)
Ballista of Gondor (1 element)
2 Eored of Rider of Rohan (one 3 and one 4 element)
Isengard:
Uruk-Hai Captain
2 Orc Captains
1 Dunland Captain
2 Orc (both of 6 element)
1 Urk-Hai (6 element)
1 Uruk-Hai of Isengard (6 elementi)
1 Wildmen of Dunland (7 element with Banner)
1 Pack of Warg (3 element)
1 Ballista of Mordor (1 element)
Both army was of 2000 pt (more or less).
Deployement:
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Turn 1-2
The first turn starts with a general advance, the archer and ballistas takes position, and infantry move slowly toward the enemy.
The Rangers take the wood, and prepares the bows. Rider of Roahn on the right flank try a distraction, failing when the ballista of Mordor shoot at them, killing one of them.
The Pack of warg enter in the wood on the left, reforming to take the archer, but doing so left the flank to the Riders on the right.
In the meantime Treebeard advance toward the wood.
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Turni 3-5
The Turn starts with the charge of the Rider on the left, that kill the warg. The Ranger starts they're works, and working with the bow for all the game kill all the Uruk in the right. The orc at right advance, contacting and destryng the Riders.
The bowmen of Gondar make a good use of they're bow, and the wildman of dunland must advance under a rain of arrows. Only three elements of wildman will contact the archer, and one more die from the reaction od these brave men. Only one archer fell under the barbarians fury.
The orc on the left prepare themselves for the charge of the Riders, in the meantime Treebeard advance and charge che Captain of Dunland, killing him in two bloody turns.
Nel frattempo gli Uruk di Isengard e gli Uomini di Gondor avanzano gli uni verso gli altri, pronti ad incontrarsi sulla cima della collina, e a darsele di santa ragione.
Right in time, the block of Uruk of Isengard, and the Men of Gondor meet on the hill, ready to charge each other.
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Turno 6
Gandalf cast a spell, and the Men of Gondor are protect by a shimmering shield of light. Uruk of isengard ready the pikes, but they can do nothing to the brave men of Gondor, while two elements of Uruk fell.
Seeing this, Kassad order a retreat.
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I apologize for my bad English, enjoy </r>
Lol, I intended Bruise (or at least, I think it's a right word), but write bruiso. You writhe brusio, that in italian (my own language) is the word used to describe many people talking low volume
There are two thing about personalty, I will playtest them next weekend, but maybe there are some obvious flaw I've missed
1) My leader is a Ghost!!
Let's face it, an individual, no matter how mighty he is cannot truly face and win a bounce of hostile people...
Se personalty are no more legal units, they become more a marker.
Personalty have a rich - in melee, ranged, wounds and defense.
They cannot be killed by ranged attack, units ignore them when moving, they are in all effect a marker for measuring the distance for command points.
If an enemy units come in contact with a personalty this must retreat with is movement towards the nearest friendly units, if fail to reach them then is detroyed.
2) Led the Charge!!
Let face it, "Fantasy" is utterly defined by individual that no matter of odds give an harsh bruiso to a mob of hostile peole!!
Personalty remain the same as now, with this options:
Personalty may joining other units.
A personalty may start battle joined with a unit or during the game may (with a move) join a friendly units, the element of personalty must go in the first rank of the unit.
The so formed unit must move togheter, fight togheter, and if die are harsh, die togheter. All order given to unit affect the personalty as well, note that is always the unit that take order, never the personalty. The personalty gain no benefit from units special abilities, and viceversa.
Example:
An hero joined a unit of pikemen (Steady).
The unit is charged, the pikemen get a +1 defense, the hero get nothing.
The personalty may not be the target of ranged combat, figure that he/she is "hidden" between other troop. In melee combat if you wish you can attack the personalty. The death of a personalty will trigger a morale test, like other members of unit. A personalty may not be choosen as a casualty due to morale test.
Sorry for the delay
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Thesian Warband
Type: Infantry
Movement: 4
Melee Dice: 2d8
Missile Dice: -
Missile Range: -
Defense: 2
Wounds: 3
Morale: 6+
Cmd Dice: -
Magic Dice: -
Cost per stand: 42
-----------------------
-----------------------
Thesian Archer
Type Infantry
Movement: 4
Melee Dice: 2d6
Missile Dice: 2d6
Missile Range: 8
Defense: 1
Wounds: 3
Morale: 6+
Cmd Dice: -
Magic Dice: -
Cost per stand: 39
-----------------------
-----------------------
Thergis ST
Type: Infantry (Monster?)
Movement: 4
Melee Dice: 3d8
Missile Dice: -
Missile Range: -
Defense: 3
Wounds: 4 (8?)
Morale: 5+ (-)
Cmd Dice: -
Magic Dice: -
Abilities: Cause Fear, Frenzy, Impetuos, Reckless.
Cost per stand: 145 (130)
-----------------------
-----------------------
Magic Carpet
Type: Infantry
Movement: 12
Melee Dice: 2d6
Missile Dice: 2d8
Missile Range: 8
Defense: 1
Wounds: 4
Morale: 6+
Cmd Dice: -
Magic Dice: -
Abilities: Ignore Terrain
Cost per stand: 115
-----------------------
-----------------------
Sphinx Calvalry
Type: Cavalry
Movement: 6
Melee Dice: 2d8
Missile Dice: -
Missile Range: -
Defense: 2
Wounds: 5
Morale: 5+
Cmd Dice: -
Magic Dice: -
Abilities: Cause Fear, Impetuos
Cost per stand: 99
-----------------------
-----------------------
Androsphinx
Type: Monster
Movement: 6
Melee Dice: 3d8
Missile Dice: -
Missile Range: -
Defense: 2
Wounds: 10
Morale: -
Cmd Dice: -
Magic Dice: -
Abilities: Horror, Magic Resistance (1)
Cost per stand: 137
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Sand crawler
Type: Monster
Movement: 12
Melee Dice: 2d6
Missile Dice: -
Missile Range: -
Defense: 1
Wounds: 5
Morale: -
Cmd Dice: -
Magic Dice: -
Abilities: Ignore Terrain, Piercing
Cost per stand: 111
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How cool
Tomorrow I'll do the stats, see ya later
Can I come over and play monopoly too?
Of course you can, when you came to Rome give me a call. :wink:
How would you change the points system (or, gasp, does it work now as it stands?)
As I said I'll fix the cap at 1 dice, 2 dice is a choice too easy to make.
The things I'll change is not the point system, or at least I haven't the knowledge to do so (as I understand there is some rules change that will influence point cost), but I'll change how commanding units act in the battlefield.
Actually they are a strange things of elements, I think at them as the guy who command and bodyguards. With a couple of wound since the death of them is a bad things, usually with high defense and some attack, but there's no hurry to get them into the fray since they are so valuable...
So what we have? A unit of one element, with good stats but without a real combat influence...
I'd like a more abstact command units, maybe with no stats at all but command dice, and point cost related only for this.
So you'll learn to ask
Uh? Nothing to say?
Only one:
Basing the cost of commander by number of units is an unnecessary complications, and since not everyone have the time and will to recalculate the point cost of commander every time they prepare an army to a game with this choice you will lose some player.
Do you wish to laught?
Zer:"Hey Kassad, do you wish to play FtM saturday?"
Kassad:"Cool, how many points?"
Zer:"Well, 2000 wil be good, see ya".
Kassad: Ok... well, with this I have 12 units, so a commander will cost... X. Uhm, I still have point to spend, I can take another units of archer... Doh, I must recalculate points, so now is Y. Not good, I'll exceed points... so removing this unit commander return to X... ok... Oh, no I haven't so many archer... remove this, add some elements... ach I must recalculate again... where are excel spreadsheet? (ZOOOOT) Oh my, the light are off... so not pc, I shlud calculate point cost by mind?
Kassad:"Zer?"
Zerloon:"Yeah?"
Kassad:"For saturday... maybe can we play at monopoli..."
Ok, I'm ironic, and if you shoul not reconsider your tought I'll not insist anymore, but please let think at this.
Oh, I know that not everyone play wit exactly the same point cost and a little tolerance is due, but since some do keep in mind everyone
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Thesian is an harsh and rough land, an ocean of sand with strong wind that challenge any life form but the strongest. Against all odds, humans take root even here. The very first human camp was erected in the oasis of Fergh, under the malevolent eyes of the Saxid. Times goes, human's popolation grew and start commerce with other race. The Saxid sought the human as a nuisance at first, but in short they understand the potential menace of HUMAN. Saxid starts a bloody war, and with an overhelming force takeS human for slavery. Human were throwed to the lowest condition possibile, as worker slave and pit fighter for the amusement of they lizard owner. Saxid don't knew, but this was the first step of the actual Thesian Covenant. As slave, human come in contact with many other race enslaved by the saxid, like the mighty insect-like Thegis or the swift Sand-crawlers but over all they encounter the Sphinx. There are three kind of Sphinx, all have the body of a lion, but they vary in size and head. Criosphinx are horse sized, with a head of a Ram and animal intelligence. Hierosphinx are horse sized and have a head of a falcon, even if brighter they have still animal intelligence. Finally the Androsphinx, they are twice the size of a horse, and with female human head. Androsphinx have an intellicence far superior of the smallest sphinx, and they sought the newly enslaved humans as they're best chanche to free themselves from the saxid dominion. Years passed, Human and Sphinx forged pact and plans fot rebellion. Androsphinx know many magic rituals that they're eager to teach human, so human learn to bind air spirits to they're will, initially to send message to other slaves, as time passed human device new way to use air spirits, like blind them into carpet to obtain a floating firing platform. When times come, thousand of slave raise they're hands, human fought bravely for they're freedom, aided by hundred of mighty sphinx and much other race that see escape from the saxid's slavery.
Blood flooded, and sands become crimson. After many bloody battle, Saxids decides that such war have too many disadvantage, and concede human a small territory, an harsh land in the middle of nothing. Surprisingly humans accepted, and call "Thesian" the land, a word that in the sphinx language mean "Freedom".
Thesians grow in prosperity, the many race gathered to flee from the Saxid provide many useful abilities, and now Thesian is a rich and expanding territory. As Thesian is a meltpot of race there are many religions, and since there is a need for labor, every stranger or outcast is welcome, even some Saxid's renegade have found home i Thesian.
Thesian is governed by a council of (actually) eight sage, every race with at least 1000 exemplar can elect one sage to rappresent it. Sphinx were an exceptions, since there are not so many exemplar, but since the aid of sphinx was the base of the Thesian ribellion no one have to argument.
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Thesian Sages (Personalty - Mage)
When dire times comes, the sages themselves guide the battle. Since there are Androsphinx and Thegis between the sages there are no needing of bodyguard, and other sages are magic user or cunning strategian. This combinations make the sages a very valid Commanding units, with many useful abilities.
Thesian Battle Leader (Personalty)
Usually Battle Leader are humans, since there plenty of them, but is unusual that Thergis take command. Androshinx is a rare but possibile otpions. Battle Leader lead the majority of Thesian's battles,
Thesian Captains (Personalty)
Mostly human and Thergis, captains are the sub ufficials of thesian's army.
Thesian Warbands (Infantry)
Warband is the core of every thesian army, from small engaging to great battle. Warband are composed of the many race of thesian covenant, there are mostly human since there are a lot of them, second in numember but first in battle are the Thergis, always ready to smash some head.
(stats in line with other foot soldier)
Thesian Archers (Infantry)
Archers. No more no less
(stats in line with other foot soldier)
Thergis shock trooper (Infantry or Monster?)
When you put togheter a full units of thergis you have a powerful unit of insect-like behemoth who like to crush enemies under they're claws... Normally a calm race, when thergis goes to battle they expel a smell that induce frenzy in friendly thergis. When mixed with other races in warbands the effect is mild, but when there are only thergis they become a bloodlust uncontrolled menace, somethings even for friends.
(high defense and wounds, abilities like frenzy)
Magic Carpet (flying infantry?)
MAgic Carpet is an unnerving sight, they are imbued with an air spirits at start of battle, and with a couple of archer they are a fast units with the role of picking enemy leader with arrows.
(Ignore terrains and a decent long range abilities)
Sphinx Cavalry (Cavalry)
Criosphinx and Hierosphinx usually join battle mounted brave warrior who lead them were fight are harder, since there not many enemies that can withstand the fury of many of the beasts.
(Heavy cavalry, not hig defense but high attack, abilities like furios charge)
Androsphinx (Monster)
Androsphinx come to battle only in the direst conditions, since they are so short in number that any losses is a step versus extinction. Androsphinx is a terribile enemies to engage, they slash with powerful feline claw and powerful roaring that stun enemies. Some also have magic abilities, but normally these she-monster choose a direct approach to battle.
(who said Cause Fear? even Terror? big fellas here)
Sand Crawler (Cavalry)
Those long and sleek creature have the innate abilities to swim under the sand, normally in search of food of water, in battle they search enemies to take under the sand to make them die orribly.
(Ignore Terrain, high movement and maybe a "venom" like abilities, piercing?)
--------------------------------------------------
I'll wait for new point system for calculate point cost.
This is all for now, all comments are welcome.
how much more effective is a force with a d10 commander than with a d8 commander?
Not many, but there is no need of an huge difference. IMHO.
Aren't you effectively making a commander worth a percentage of the force at this point?
Yes and No .
The pratical problem is that Commander should have a cost that reflect theyre abilities, no matter how many units they goes to command. This is to avoid unnecessary complications when you choose you're force. So, giving a cost and saying there can be one every 1000 points can solve the problem, in an abstract way I agree, but if works...
Here my suggestions:
1) Limit command guy.
Hero level Commander = command dice (d4-d6-d8-2d4)
Max 1 every X(3?) units.
Great Hero level Commander = command dice (d10-d12-2d6-2d8)
Max 1 every X(2?) Hero level commander.
Uber Hero Commander = command dice (2d10-2d12)
Max 1 every X(2?) Great hero commander.
In this manner you shuold not change point every time, but you have the right commander depending of the size of battle.
2) Reducing command guy
If every unit can doing one order without spending CP there is less need of commander. Maybe keep the cap of 2d12 is too. In our battles two commander with 2d6 can move a lot of people, and is'nt costly. I suggest to keep command dice at 1 dice, and fix a limit of command character (1 for every 1000 point?)
Ok, now I understand (maybe ).
I'm sorry but I totally disagree, with this method Commanding units have different cost depending of number of units, a real pain in the... well you know were I mean.
Maybe you can devise a hero level, so hero level 1 (captain) can have only 1 dice of command and muster up to X units (5?), hero level 2 (sub general?) can have 2 dice of command and muster X hero level 1 (2?) and so on...
Or maybe not, but please keeo thing simple, isn't possible recalculate point cost for every battle :shock:
I beg for pardon, but I don't understand how work Command points... could you do an example?
Just to say I'm working, there is a world full of lion body here. 8)
Ok, so I'll go for the Thesian Princes, a conglomerate of city states... well, I'll write much tomorrow.
Wow, there are much more race than I figured.
Uhm, I feel there are some arabian nights to fill... if you agree I can try an arabian style army, with Sphinx, magic carpet, camel trophy... erg, camel troop.
Let me know.
Well, this open the game for some questione.
Doing a new race is pointless if there no miniature to game with. I mean, "classics" race have many miniature, a totally original race not.
So let focus on a "classics" race.
In your rules you examine Boreal (Barbarians), Averland (Knightly), Wood Elves (well... Wood Elves), Orc (brute with cunning), Sprite (evil faerye).
Ok, I can see that there is a big yet short hole, the beardy little one, there are no trace of dwarf.
If you wish I can try to fill this gap, I'll brainstorming a little and let you know what's came out.
I wish to help, it's possible?
Answer: as JRR describe them, they are very slow and calm creature. But when they go to battle they show an unmatched fury, when Ent go to war they are prone to charge and smash every one dare come to they're way.
So I think Impetuos was a good skill fot them
Hi to all.
In attachment the army list we use to simulate the Lord of the Rings battles.
You should choose a faction (actually Gondor, Rohan, Mordor or Isengard). You can choose troop from your faction and the relevant Good/Evil chooses.
We uses GW miniature, so we're doing stats for them, with an eye to the book and another to the films...
Please have a deep good and let me know what you'll change/add.
mj12games.com/forum → Posts by Zerloon
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